Strategy:Impoppable (BTD6): Difference between revisions

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{{BTD6 last updated|46.3}}{{lede image|BTD6 ImpoppableBtn.png|size=200px}}
{{lede image|BTD6 ImpoppableBtn.png|size=200px}}
'''[[Impoppable (BTD6)|Impoppable]]''' has 100 rounds, significantly more than [[Hard]] Standard. This leads to Super Ceramics on Rounds 81+ and exceedingly difficult rounds such as 95 and 98 appearing in standard gameplay, making the late-game far more difficult. In addition, all towers are ~11.1% more expensive than in Hard Standard. Therefore, farming greatly assists in beating Impoppable by allowing high-cost, high-power setups that coast through the late-game to be afforded. The Round 6 start and 1 life greatly increase the early game's difficulty, thus requiring a proper early-game strategy as well.
'''[[Impoppable (BTD6)|Impoppable]]''' has 100 rounds, significantly more than [[Hard]] Standard. This leads to Super Ceramics on Rounds 81+ and exceedingly difficult rounds such as 95 and 98 appearing in standard gameplay, making the late-game far more difficult. In addition, all towers are ~11.1% more expensive than in Hard Standard. Therefore, farming greatly assists in beating Impoppable by allowing high-cost, high-power setups that coast through the late-game to be afforded. The Round 6 start and 1 life greatly increase the early game's difficulty, thus requiring a proper early-game strategy as well.


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[[File:BTD6 bloon Lead.png|x20px]] [[Lead Bloon (BTD6)|Lead]] ×75 <br>
[[File:BTD6 bloon Lead.png|x20px]] [[Lead Bloon (BTD6)|Lead]] ×75 <br>
[[File:BTD6 bloon Ceramic.png|x20px]] [[Ceramic Bloon (BTD6)|Ceramic]] ×122
[[File:BTD6 bloon Ceramic.png|x20px]] [[Ceramic Bloon (BTD6)|Ceramic]] ×122
|This infamous round has 3 tight Ceramic waves with 40, 40, and 42 Ceramics respectively. One ability cannot handle all 3 waves, so if using <br> abilities, 3 ability towers or selling & rebuying is needed. Towers that excel in grouped damage are required to beat this round.
|This infamous round has 3 tight Ceramic waves with 40, 40, and 42 Ceramics respectively. One ability cannot handle all 3 waves, so if using <br> abilities, 3 ability towers or selling and rebuying is needed. Towers that excel in grouped damage are required to beat this round.
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|75
|75
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|[[Monkeyopolis (BTD6)|Monkeyopolis]]
|[[Monkeyopolis (BTD6)|Monkeyopolis]]
|[[File:BTD6 005-MonkeyVillage.png|x50px]]
|[[File:BTD6 005-MonkeyVillage.png|x50px]]
|Usually obtained in the 40s or 50s, Monkeyopolis's [[Monkey Commerce (BTD6)|Monkey Commerce]] discounts, [[Monkey Town (BTD6)|Monkey Town]] granting more cash per Bloon pop, [[Monkey City (BTD6)|Monkey City]] buffs to surrounding money-makers, and production of $1200 per round when absorbing one 0-0-0 [[Banana Farm (BTD6)|Banana Farm]] make it the most efficient money-maker and allows for a trivial late-game. Once Monkeyopolis is obtained, attempt to place all damaging towers and farms in its range, and the 2-0-5 cross-path is optimal to increase its range and grant [[Jungle Drums (BTD6)|Jungle Drums]]. The best way to obtain it is to first buy 3 0-0-2 Monkey Commerces close together, buy a Monkey City discounted by all 3, sell one Monkey Commerce, get a 0-0-0 Banana Farm discounted all 3 villages left, sell the other two Monkey Commerces, and finally upgrade the Monkey City into Monkeyopolis.
|Usually obtained in the 40s or 50s, Monkeyopolis's [[Monkey Commerce (BTD6)|Monkey Commerce]] discounts, [[Monkey Town (BTD6)|Monkey Town]] granting more cash per Bloon pop, [[Monkey City (BTD6)|Monkey City]] buffs to surrounding money-makers, and production of $1200 per round when absorbing one 0-0-0 [[Banana Farm (BTD6)|Banana Farm]] make it the most efficient money-maker and allows for a trivial late-game. Once Monkeyopolis is obtained, attempt to place all damaging towers and farms in its range, and the 2-0-5 crosspath is optimal to increase its range and grant [[Jungle Drums (BTD6)|Jungle Drums]]. The best way to obtain it is to first buy 3 0-0-2 Monkey Commerces close together, buy a Monkey City discounted by all 3, sell one Monkey Commerce, get a 0-0-0 Banana Farm discounted all 3 villages left, sell the other two Monkey Commerces, and finally upgrade the Monkey City into Monkeyopolis.
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|[[Benjamin (BTD6)|Benjamin]]
|[[Benjamin (BTD6)|Benjamin]]
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|[[Geraldo (BTD6)|Geraldo]]
|[[Geraldo (BTD6)|Geraldo]]
|[[File:BTD6 GeraldoPortrait.png|x50px]]
|[[File:BTD6 GeraldoPortrait.png|x50px]]
|When placing Geraldo between Rounds 6-10 (with later placements recommended for harder maps), [[Rare Quincy Action Figure]] generates very large amounts of money. There are two ways to take advantage of it: one is to sell it in the 30s for [[Monkey Bank (BTD6)|Monkey Bank]], which would be sold in the 40s after it becomes full for Monkeyopolis to smooth-sail the rest of the game, while the other is to sell it on Round 81 for a very expensive tower that solos the game, such as [[Flying Fortress (BTD6)|Flying Fortress]]. In addition, [[See Invisibility Potion]] makes Camos much easier to deal with in the early-game, [[Gerry's Fire]] simplifies the 30s & 40s, and [[Jar of Pickles]] helps low-damage towers greatly. All of these grant Geraldo versatility in Impoppable and make him a great choice on all maps.
|When placing Geraldo between Rounds 6-10 (with later placements recommended for harder maps), [[Rare Quincy Action Figure]] generates very large amounts of money. There are two ways to take advantage of it: one is to sell it in the 30s for [[Monkey Bank (BTD6)|Monkey Bank]], which would be sold in the 40s after it becomes full for Monkeyopolis to smooth-sail the rest of the game, while the other is to sell it on Round 81 for a very expensive tower that solos the game, such as [[Flying Fortress (BTD6)|Flying Fortress]]. In addition, [[See Invisibility Potion]] makes Camos much easier to deal with in the early-game, [[Gerry's Fire]] adds solid extra damage throughout the game, [[Genie Bottle]] simplify difficult late-game rounds, and [[Jar of Pickles]] helps low-damage towers greatly. All of these grant Geraldo versatility in Impoppable and make him a great choice on all maps.
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|[[Airburst Darts (BTD6)|Airburst Darts]]
|[[Airburst Darts (BTD6)|Airburst Darts]]
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|[[Spiked Mines (BTD6)|Spiked Mines]]
|[[Spiked Mines (BTD6)|Spiked Mines]]
|[[File:BTD6 400-SpikeFactory.png|x50px]]
|[[File:BTD6 400-SpikeFactory.png|x50px]]
|Spiked Mines tanks large amounts of Bloons and blimps in the mid-game with [[Berserker Brew (BTD6)|Berserker Brew]], preventing any sudden loss. It remains very useful against late-game Super Ceramics thanks to its bonus Ceramic damage. It is useful even on multi-lane maps when 2 of it is bought, and the 4-2-0 cross-path allows it to tank more Bloons, while the 4-0-2 cross-path is better on maps where targeting matters (such as [[Dark Dungeons]]).
|Spiked Mines tanks large amounts of Bloons and blimps in the mid-game with [[Berserker Brew (BTD6)|Berserker Brew]], preventing any sudden loss. It remains very useful against late-game Super Ceramics thanks to its bonus Ceramic damage. It is useful even on multi-lane maps when 2 of it is bought, and the 4-2-0 crosspath allows it to tank more Bloons, while the 4-0-2 crosspath is better on maps where targeting matters (such as [[Dark Dungeons]]).
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|[[Perma-Spike (BTD6)|Perma-Spike]]
|[[Perma-Spike (BTD6)|Perma-Spike]]
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* Super Ceramics start appearing on Round 81, posing trouble for many mid-game focused defenses that struggle against them. Towers that struggle against Super Ceramics include [[Recursive Cluster (BTD6)|Recursive Cluster]], [[Ring of Fire (BTD6)|Ring of Fire]], and [[Crossbow Master (BTD6)|Crossbow Master]], and it is recommended to sell them on Round 81 for better late-game options.
* Super Ceramics start appearing on Round 81, posing trouble for many mid-game focused defenses that struggle against them. Towers that struggle against Super Ceramics include [[Recursive Cluster (BTD6)|Recursive Cluster]], [[Ring of Fire (BTD6)|Ring of Fire]], and [[Crossbow Master (BTD6)|Crossbow Master]], and it is recommended to sell them on Round 81 for better late-game options.
* In the 80s, attempt to get a 2nd late-game tower (listed at the end of the section above) or obtain the expensive late-game carry if it is desired. These late-game carry towers are listed here.
* In the 80s, attempt to get a 2nd late-game tower (listed at the end of the section above) or obtain the expensive late-game carry if it is desired. These late-game carry towers are listed here.
** Flying Fortress + 2-2-0 Village fully guarantees victory on nearly all maps. On True Expert maps such as [[Quad]] and [[Ouch]], giving it some support will suffice. Recommended support towers are listed in the main bullet point below and Gameplay section above.
** Flying Fortress + 2-2-0 Village fully guarantees victory on most maps. On True Expert maps such as [[Quad]] and [[Ouch]], giving it some support will suffice. Recommended support towers are listed in the main bullet point below and Gameplay section above.
** [[Ray of Doom (BTD6)|Ray of Doom]] works well on all maps where its ray can get a straight line down all paths.
** [[Ray of Doom (BTD6)|Ray of Doom]] works well on all maps where its ray can get a straight line down all paths.
** [[Bloon Exclusion Zone (BTD6)|Bloon Exclusion Zone]] is somewhat weaker than Fortress and Ray of Doom, but is more affordable and still guarantees victory with only some support.
** [[Bloon Exclusion Zone (BTD6)|Bloon Exclusion Zone]] is somewhat weaker than Fortress and Ray of Doom, but is more affordable and still guarantees victory with only some support on the majority of maps.
** [[Pouākai]] likewise effectively guarantees victory on most maps, especially when merged with extra [[Golden Eagle]]s for Max (132) Beast power. On harder maps, use Perma-Spike to guarantee victory by tanking its sporadic leaks and add extra defense for the BAD.
** [[Pouākai]] likewise effectively guarantees victory on most maps, especially when merged with extra [[Golden Eagle]]s for Max (132) Beast power. On harder maps, use Perma-Spike to guarantee victory by tanking its sporadic leaks and add extra defense for the BAD.
** With an expensive late-game carry, Overclock is strongly recommended (except for Pouākai, which Overclock does not work on). Get two Overclocks if full uptime and reliability are desired.
** With an expensive late-game carry, Overclock is strongly recommended (except for Pouākai, which Overclock does not work on). Get two Overclocks if full uptime and reliability are desired.
* The 90s feature the most difficult rounds, and it is advised to purchase supporting towers here. Other late-game damage towers can also be dropped if extra cash is present.
** Giant Condor can turn multi-lane maps into effectively single-lane maps and grants good utility by grabbing Bloons back near the start of the track.
** Relentless Glue contains both the solid slow from [[MOAB Glue (BTD6)|MOAB Glue]] and solid stunning capabilities with its splats.
** Bloon Sabotage is especially useful against DDT rounds such as 95 and 99, with the ability slowing them down by half. Note that it does not slow the insides that blimps pop into while the ability is active.
** Symphonic Resonance can trance blimps into a ring that more towers reach and buys more time for their destruction.
** MOAB Press does large amounts of knockback against blimps, being especially useful for dense rounds such as 98.
** [[Permanent Brew (BTD6)|Permanent Brew]], [[Call to Arms (BTD6)|Call to Arms]], and [[Homeland Defense (BTD6)|Homeland Defense]] can be bought if many damage towers are present and large amounts of spare cash is left. They further boost the damage towers' power, while speeding up the late-game rounds.
* If using many ability-reliant towers, be careful about their timings in the 90s. Attempt to leave at least 1 ability active at the start of every round, and if not, sell-and-rebuys may need to be performed. If the hard part of the round comes in quickly, as in Round 99, even selling-and-rebuying might not be enough. However, Geraldo's [[Rejuv Potion]] is useful for this scenario if he is used.
* For Round 100, if expensive and ultra-high damage towers such as Fortress are present, the round is usually trivial. If no BAD-damaging tower is present, selling-and-rebuying is needed to afford BAD-damaging towers, such as [[First Strike Capability (BTD6)|First Strike Capability]] (which one-shots the BAD when used slightly after the last damage phase), [[Spike Storm (BTD6)|Spike Storm]], or [[MOAB Eliminator (BTD6)|MOAB Eliminator]].
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